﻿using Unity.Collections;
using UnityEngine;
/// <summary>
/// 序列化数据
/// </summary>
[System.Serializable]
public class SFSerializdata : AbsSFSerializdata
{
    /// <summary>
    /// string值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public string stringKey;

    /// <summary>
    /// bool值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public bool boolKey;

    /// <summary>
    /// char值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public char charKey;

    /// <summary>
    /// byte值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public byte byteKey;

    /// <summary>
    /// sbyte值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public sbyte sbyteKey;

    /// <summary>
    /// short值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public short shortKey;

    /// <summary>
    /// ushort值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public ushort ushortKey;

    /// <summary>
    /// int值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public int intKey;

    /// <summary>
    /// uint值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public uint uintKey;

    /// <summary>
    /// long值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public long longKey;

    /// <summary>
    /// ulong值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public ulong ulongKey;

    /// <summary>
    /// float值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public float floatKey;

    /// <summary>
    /// double值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public double doubleKey;

    /// <summary>
    /// vector2值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public Vector2 vector2Key;

    /// <summary>
    /// vector3值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public Vector3 vector3Key;

    /// <summary>
    /// vector4值组
    /// </summary>
    [SerializeField]
    [ReadOnly]
    public Vector4 vector4Key;
}
